Guide and Blender template to convert V4, M4, G2/3/8/8.1/9 textures to G2F/M

Guides Guide and Blender template to convert V4, M4, G2/3/8/8.1/9 textures to G2F/M

Thanks again for your guide. I have a question about eyebrows. I have a G8 character that has eyebrows as a separate hair element. I've searched high and low and nobody has instructions or advice for how to apply the eye brows when converting to a G2 texture. Doesn't seem to be a way to bake that info because it is not a texture. I tried to use photoshop, but then I am just guessing where it goes in 2D, warping the shape into an arch, and it never turns out right.
If I could bake (or export from Daz) the eyebrows into the G8 texture, then I could follow your guide for the rest of the steps. Do you have any suggestions?
 
Thanks again for your guide. I have a question about eyebrows. I have a G8 character that has eyebrows as a separate hair element. I've searched high and low and nobody has instructions or advice for how to apply the eye brows when converting to a G2 texture. Doesn't seem to be a way to bake that info because it is not a texture. I tried to use photoshop, but then I am just guessing where it goes in 2D, warping the shape into an arch, and it never turns out right.
If I could bake (or export from Daz) the eyebrows into the G8 texture, then I could follow your guide for the rest of the steps. Do you have any suggestions?
Hi,
Fibremesh brows as you've noticed are a 3d mesh rather than a texture so no, you'll not be able to convert them with this method.

Easiest workaround is to find a suitable set of brow textures from another face and transplant them using photoshop.
 
Hi,
Fibremesh brows as you've noticed are a 3d mesh rather than a texture so no, you'll not be able to convert them with this method.

Easiest workaround is to find a suitable set of brow textures from another face and transplant them using photoshop.
Thanks. I'm looking at Unwrap3D to see if it has any way to repaint them onto the facial texture. But realizing I'm out of my league. :cool:
 
Thanks. I'm looking at Unwrap3D to see if it has any way to repaint them onto the facial texture. But realizing I'm out of my league. :cool:
I don't think Unwrap3d will work. It's designed for working with UV's. Fibremesh brows don't have a UV and I don't think it has an option to project details onto a UV.

Only other way I can think of, is to create a high rez portrait render of your model with the eyebrows in daz, then use that image in something like substance painter where you can 'warp project' the image onto your G2 face texture.

They must be pretty special eyebrows. Most of the time fibremesh brows look crap :)
 
Well, they are just a unique kind of bushy eye brows so I wanted to transplant them perfectly. I took your advise and found another G8 model with similar brows and used the G8 texture as a reference to place the black eyebrows on the real G8 in photoshop before converting it to a G2 with your process. Looks ok I guess. Now on to figuring out why the eye shapes are not quite perfect despite all of the other morphs converting properly.
Brows.JPG
1674843446.jpg
 
Hey, first I want to express my immense appreciation of this blender template. I've used it countless times over the last year / year and half. Thanks to the new G9 support, I was able to backport the G9 8K normal maps to G81F, G8F and G2F lol.. priceless :)

I do have a new issue though, which I don't think was there in 2.09 which is the last version I used before moving to 2.15. It seems the navels are always off when doing a G2F to G8F conversion. I always expect to have some touch-ups to do here and there, but I've been needing to copy paste the navel region and move it down everytime, and then use the heal tool to hide the seam.
 
Awesome template and guide. Other than a couple off quirks when trying to convert specular head and torso only, and gloss only face, it really did just work. I need to clean em up a bit, wishing there was a cheap alternative to substance painter!
 
After hitting bake and saving all of the images, the textures come out like the ones attached. Is this normal for them to be like that or did I do something wrong for them to display incorrectly?
 

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After hitting bake and saving all of the images, the textures come out like the ones attached. Is this normal for them to be like that or did I do something wrong for them to display incorrectly?
You've missed something somewhere. Check Steps 9 onwards.
 
Very useful guide that helped me a lot. Since my native language is not English, it took me a lot of time to understand, but I thought it was worth it. In addition, blender3.0+ seems to have a different texture baking method, so this file can only be used in 2.79 (it is not impossible to use in 3.0+, but it is necessary to deal with the intersection of models, I tried to deal with a Characters, but still gave up.)
 
Very useful guide that helped me a lot. Since my native language is not English, it took me a lot of time to understand, but I thought it was worth it. In addition, blender3.0+ seems to have a different texture baking method, so this file can only be used in 2.79 (it is not impossible to use in 3.0+, but it is necessary to deal with the intersection of models, I tried to deal with a Characters, but still gave up.)
Apologies for the delay responding :)

Yes, Blender 3.0+ doesn't include the 'Blender Render' engine which this method uses.

I have spent more hours than I can remember trying to create a straightforward template for 3.0+ but I have come to the conclusion it's just not worth putting any more time into it.

The results are never as good as 2.79 due to the way projection works in it, and every time a new version of Blender comes along it produces different results with the same template.
 
The Blender error says: Circular reference in texture stack
I tried both G3/8F and G8.
Sounds like you've set your blanks up incorrectly and are potentially using one of them as a source image.
 
i was revisiting this guide to do more conversions and was wondering if we can use any of the SSS textures?
Could it be used instead of the Gloss?

Can you explain what the SS is vs the SSS? on some of them the SS looks mostly like a Diffuse but less detailed.

Also any recommendations on using Normals instead of Bumpmaps? Do it or not?
 
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i was revisiting this guide to do more conversions and was wondering if we can use any of the SSS textures?
Could it be used instead of the Gloss?

Can you explain what the SS is vs the SSS? on some of them the SS looks mostly like a Diffuse but less detailed.

Also any recommendations on using Normals instead of Bumpmaps? Do it or not?
Probably just the authors naming convention between SSS and SS
SSS = Subsurface Scattering. Vam doesn't support these.

Normals have more detail than Bumpmaps.
Bumpmaps only contain height. Normals also contain angle information.
 
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